Oh joy, I can wait for another indie remake of a classic game that just spams a shitton of assests and effects, and then repackages it and ships it off as a pay-to-win mobile game.
@@haos4574 You have to enable flash player permission from chrome. (click the lock icon start of url bar) Also it doesnt work in mobile in flash is not supported.
Excellent!!! I learned more about indie game development in fifteen minutes than from most of those game dev vlogs that last for hours!!! So glad you guys uploaded this =)
Learning gamedev this 2021, tweening now is the thing and it's the one of the easiest way to improve game feel for beginners less artistic like me. This is video is timeless. Very awesome
Breakout isn't fun without the juice. I'd say a lot games aren't fun with out juice. Unless it has something to do with movement (like a platformer) Think about it, a turn based game with two squares and a basic font for HP. When the squares attack each other, they just deduct the HP. Not very fun. Now think about that with the squares being animated characters with swords and armor. A stylish font over their heads for hp. When they attack each other there's blood, some screenshake, sprite flash.
@@SufferDYT There are lots of people who think grinding in MMOs is super boring, but other people think it's relaxing and fun. Different strokes for different folks.
I am a DeVry University student studying Game & Simulation Programming, currently enrolled in GSP381: Graphics Programming I. This tutorial was recommended in our online class announcement. At first glance I was put off by having to sit through a 15 minute tutorial of something not of my choosing. I sat through it and never once got bored. Found it very informative and have got to give thanks and praise for uploading this. I cannot wait to play your game!
The education will be valuable regardless. Degrees really only get you into AAA studios at the low level, doing crap work anyway. If you wanna open your own studio or work indie, then that will be more than enough.
@@AbyssTheory Way to be elitist. Education only gets you in the door. Once he works some in the industry as a jr dev he will be on the same page as someone who graduated with a 4.0 from standford. Employees dont look at your university if you have work experience
@@sagitswag1785Yes, obviously work experience trumps education. However, DeVry is a for-profit university that has been consistently investigated for consistently misleading their students about their job placement rates while simultaneously charging roughly double per credit hour compared to public universities. I'm far from an education elitist. There are plenty of good alternatives to traditional schooling (and predatory businesses like DeVry) such as MOOCs in combination with strong online portfolios.
This is exactly what made DX-Ball work so well way back in '96. All it really had was flair, but that flair was done so well it became an instant freeware hit. Another recent example of Breakout taken to an extreme, and done so very juicily, is Shatter... which I'm gonna have to go reinstall right now. Good talk, guys!
Strangely enough, "it lacks juice (or meat)" is used informally in different cultures denoting similar things. Being a game artist myself, I knew of the "juice", which I think saying "make a game livelier" would be a more easy to understand term, but "juice" or "meat" are, of course, somehow appropriate and understandable :) This is a wonderful, delightful, entertaining, inspirational, and a very useful talk! I did not know how quick it would be to program such stuff.
I wish they gave props to Robert Penner. He was one of the first(if not the first) to break down tweening into a series of easing equations. Most tweening engines out there are based on his work.
I wish they gave props to whoever did computer graphics and invented the laptop and the one who invented beamers and particle effects and the one who designed break out and the one, who brought us the mouse and the one who made their pants... Isn't giving props far more important than delivering information?
Very good talk and really great and clear example of how juicing a game can make a dull game much more interesting without making any modification to the game mechanic.
Super talk. Thank you for the archives. Game Design professors writing for publications are ok, but making examples like this - for the visually geared developers - is priceless. Going to go read and watch their other references
Great presentation guys. Some great initial inspiration for my degree this year. Truly cannot wait to start from the ground up in the industry and contribute something great.
I can see their point, but I believe there's a point where its too much already. In Bayonetta, one of my problems were, at intense fights, for brief but still important moments, I couldn't tell anymore where enemies' attacks are coming from, because the particle effects cover the screen too much. Some people don't find that a problem though.
Yeah, I'd argue that was actually _too much_ juice. It got so noisy and crowded that things got uncomfortable and disorienting. This went beyond being juicy and became more of a slushy mess, imho.
One of the best game dev talks I've seen for a while! Nice to have a term to use, too - 'Juicyness', rather than it just being an unclearly defined subset of 'Polish' Everyone making games should learn how to tween things nicely using SmoothStep or bits of a sine curve. I've seen so many game UIs with bad transitions - linear movement with no easing. And getting it right make such a difference!
It says in the video, they make the yScale and xScale of the paddle inversely and directly proportional (respectively) to the absolute difference between the paddle's x position and the mouse's x position.
i=input s=smooth output v=smoothness value s+=(i-s)/v I always use it for camera movement (and also other stuff that needs to be smooth) in game maker. Sorry if it's stupid, I'm not a programmer.
i have this set up in a script in gamemaker. what do i plug in for "s"? im assuming the script takes 2 arguments i and s. i know what to input for i, but not sure about s.
Does anyone know where within the github the code for most of these juicy features are stored? I'm trying to add easing / screenshake to a game in lua, but have no idea how to implement it.
'Dont laugh. This is serious business.' - okay :D heheehh. I know it is difficult, but those two explain this sooo funny and 'juicy' that I need to laugh :D
as soon as the eyes and smile were added i was prepared to die for the little block guy
I watch this once a year to remind myself how important polish is
come back, its been 2 years. "..yaaay.." - juice
Oh joy, I can wait for another indie remake of a classic game that just spams a shitton of assests and effects, and then repackages it and ships it off as a pay-to-win mobile game.
I'm doing that right now haha
@@weblure Yes, along with juice you have to actually have flair to back it up or else that accursedness is what you end up with.
i don't think, historically speaking, polish is a very important language
I feel like I was just given super powers.
14:45 even the real life camera began to shake, I thought everything was going to explode while the guy in orange was enjoying himself
one of the funniest and educative game talk i even seen
Is there a curated list for this kind of game-dev talk videos?
Pretty cool how much simple things improve the sense of personality and art in a game, it's awesome!
Enjoyed the bottom half of their screen very much
Go here and get the full screen :
grapefrukt.com/f/games/juicy-breakout/
@@indikaWijesooriya not showing up
@@haos4574 You have to enable flash player permission from chrome. (click the lock icon start of url bar) Also it doesnt work in mobile in flash is not supported.
RiP flash
Excellent!!! I learned more about indie game development in fifteen minutes than from most of those game dev vlogs that last for hours!!! So glad you guys uploaded this =)
This is 10 years old? What an amazing talk! Just like wine it gets better with time!
Learning gamedev this 2021, tweening now is the thing and it's the one of the easiest way to improve game feel for beginners less artistic like me. This is video is timeless. Very awesome
I remember watching this talk a long time ago, tbh it changed my life.
Great talk, fun to watch. But don't forget to actually make a fun game before adding THE JUICE.
^ SO IMPORTANT
Breakout isn't fun without the juice. I'd say a lot games aren't fun with out juice. Unless it has something to do with movement (like a platformer)
Think about it, a turn based game with two squares and a basic font for HP. When the squares attack each other, they just deduct the HP. Not very fun.
Now think about that with the squares being animated characters with swords and armor. A stylish font over their heads for hp. When they attack each other there's blood, some screenshake, sprite flash.
But boring is universal.
@@SufferDYT There are lots of people who think grinding in MMOs is super boring, but other people think it's relaxing and fun. Different strokes for different folks.
wdy mean. Brakeout is FUN, it's classic. And its so simple, it is easy to teach on.
I am a DeVry University student studying Game & Simulation Programming, currently enrolled in GSP381: Graphics Programming I. This tutorial was recommended in our online class announcement. At first glance I was put off by having to sit through a 15 minute tutorial of something not of my choosing. I sat through it and never once got bored. Found it very informative and have got to give thanks and praise for uploading this. I cannot wait to play your game!
+solarpm DeVry University. . .good luck getting a job, broski.
The education will be valuable regardless. Degrees really only get you into AAA studios at the low level, doing crap work anyway. If you wanna open your own studio or work indie, then that will be more than enough.
@@AbyssTheory Way to be elitist. Education only gets you in the door. Once he works some in the industry as a jr dev he will be on the same page as someone who graduated with a 4.0 from standford. Employees dont look at your university if you have work experience
@@sagitswag1785Yes, obviously work experience trumps education. However, DeVry is a for-profit university that has been consistently investigated for consistently misleading their students about their job placement rates while simultaneously charging roughly double per credit hour compared to public universities.
I'm far from an education elitist. There are plenty of good alternatives to traditional schooling (and predatory businesses like DeVry) such as MOOCs in combination with strong online portfolios.
This is exactly what made DX-Ball work so well way back in '96. All it really had was flair, but that flair was done so well it became an instant freeware hit. Another recent example of Breakout taken to an extreme, and done so very juicily, is Shatter... which I'm gonna have to go reinstall right now. Good talk, guys!
one of the best talks on game development ever held
Strangely enough, "it lacks juice (or meat)" is used informally in different cultures denoting similar things. Being a game artist myself, I knew of the "juice", which I think saying "make a game livelier" would be a more easy to understand term, but "juice" or "meat" are, of course, somehow appropriate and understandable :) This is a wonderful, delightful, entertaining, inspirational, and a very useful talk! I did not know how quick it would be to program such stuff.
i still find myself watching this over and over. all the rules still apply 110% great job guys!
Wow, that was amazing. The best part is that it is applicable to all types of games, and not just to a certain genre.
I wish they gave props to Robert Penner. He was one of the first(if not the first) to break down tweening into a series of easing equations. Most tweening engines out there are based on his work.
He's first in our list of references on Github! Sadly, there wasn't time to mention it in the talk.
An handful of tits is better than bigger.
I wish they gave props to whoever did computer graphics and invented the laptop and the one who invented beamers and particle effects and the one who designed break out and the one, who brought us the mouse and the one who made their pants... Isn't giving props far more important than delivering information?
Very good talk and really great and clear example of how juicing a game can make a dull game much more interesting without making any modification to the game mechanic.
Super talk. Thank you for the archives. Game Design professors writing for publications are ok, but making examples like this - for the visually geared developers - is priceless. Going to go read and watch their other references
The eyes thingie made me clap, all alone .. in my room .. yeah ..
YEEEE-
hahaha I did that too man
Same here :D
That's nice that your computer can run Crysis. Can it run JUICY BREAKOUT?? :D
Perfect example of 'a picture is worth a thousand words.' Wonderful demo of 'game juice.'
That talk was awesome!!!
Great presentation guys. Some great initial inspiration for my degree this year.
Truly cannot wait to start from the ground up in the industry and contribute something great.
PEGGLE is the perfect example of this
Wow... This video is absolutely pure gold. Thank yo so much
So much useful information in such a short amount of time. Thank you for this.
"Juicing" is great but evidently this *isn't* what is missing from the industry.
true
true its missing its roots
Just a wonderful content for that short amount of time!
I still recommend this talk to programmers getting into coding and game dev.
What a stunning presentation! Great work guys!
Thanks for posting-great talk. I want to add eyes to everything now.
Keep sharing this video to my artists in 2021 Great job!
That was an awesome presentation! Never thought before that such simple things could matter so much!!
What a brilliant talk
Amazing effect, sounds, etc!! It´s was amazing !
So much awesomeness in one video!
I can see their point, but I believe there's a point where its too much already.
In Bayonetta, one of my problems were, at intense fights, for brief but still important moments, I couldn't tell anymore where enemies' attacks are coming from, because the particle effects cover the screen too much.
Some people don't find that a problem though.
This was a great presentation
Been playing Yakuza 0, the combat system in that game is all about the juice. When you use a heat attack, the visual and audio effects go up to 11.
Who came here by Will's recommendation (Masterclass)? Awesome demo and very motivational!
Really great talk. Good use of flash as a teaching platform also. Bravo!!!
love it! Best talk I've seen in along time most are really dull and monotone.
Awesome 15 minutes spent watching this, thanks guys! Thumbs up
This is so important.
Great talk!
Awesome presentation!
thanks a lot for this guys.
So much Juice!
That's how Call of Duty games are made
your picture annoys me ;( must scroll away
xXDJLEE02Xx
This is how Shatter was made.
That's how JUICY BREAKOUT was made
Excellent presentation!
Superb presentation! Congrats.
I just love this talk! :) Once a while I watch it and enjoy myself.
I love the mouth effect :) it makes the game so much more appealing :)
2023 and I still reference this talk
how many people in the room had a seizure at the end
Yeah, I'd argue that was actually _too much_ juice.
It got so noisy and crowded that things got uncomfortable and disorienting.
This went beyond being juicy and became more of a slushy mess, imho.
Wow, I wish I watched this 8 years ago.
This was awesome to watch!
wonder what are there guys doing now
I think a lot of this can be applied to apps too. Great stuff.
i didn't mind not being able to see the top of the screen because i could see their shoes the whole time. /endsarcasm
Wow... subtle effects are great, but combining them is much better, holy shit i want to pet that peddle.
I screamed with joy when they made the eyes bigger
Awsome ! I was looking for this kind of features to add
THIS WAS AWSOME AF
Color
Tweening (in-betweens)
Squash and stretch
Sounds and music
Particles (smoke, shatter, trails, etc.)
Screen shake
FUCKIN EPIC! best game talk I've ever seen.
How did I miss this video
legendary video for gamedevs
We miss you Coe
this should be an obligatory watch for any game developer
Marvelous explanation! 10/10 :) .
Great talk! Wish the camera work focused on the screen more.
The eyes thing is wonderful
What a triumph of an ending!
One of the best game dev talks I've seen for a while! Nice to have a term to use, too - 'Juicyness', rather than it just being an unclearly defined subset of 'Polish'
Everyone making games should learn how to tween things nicely using SmoothStep or bits of a sine curve. I've seen so many game UIs with bad transitions - linear movement with no easing. And getting it right make such a difference!
I was about to say it was too much juice, but then he puts eyes on the paddle!
This is fucking rad. Who needs a game. Just make juice.
It says in the video, they make the yScale and xScale of the paddle inversely and directly proportional (respectively) to the absolute difference between the paddle's x position and the mouse's x position.
This is epic...can't believe it's 9 years ago. Is there a curated list for this kind of game-dev talk videos?
"A juicy game feels alive and responds to everything, yo."
Gonna juice up all my future games
THIS IS THE ONE I:VEEEEEEN LOOKING FOR
i=input s=smooth output v=smoothness value
s+=(i-s)/v
I always use it for camera movement (and also other stuff that needs to be smooth) in game maker. Sorry if it's stupid, I'm not a programmer.
Oh lol just realised it's actually in the video.
i have this set up in a script in gamemaker. what do i plug in for "s"? im assuming the script takes 2 arguments i and s. i know what to input for i, but not sure about s.
No it takes the arguments i and v and outputs s. v is like how much you want it to ease in and out. The higher v is the more it eases.
Just, wanted to give a flashing lights warning 14:29, it's a bit intense 😅
But! I loved this, very good presentation~
Awesome video
The game station for a while was referring to this sort of thing as "Crunch"
I think I just had a transcendent experience watching them increase the size of the eyes on the paddle.
This helps a bunch! I'm gonna apply this to my next project :D
What a fun informative talk. Laughed my ass in the train
"from stupid tennis ball to MOTHER FUCKING COMET!" :D
I remember a juicy game: GAME OF THE YEAR 420BLAZEIT
Totally agreed. I would definitely take out the screen flashing (hurts my head), but otherwise, really cool stuff.
Does anyone know where within the github the code for most of these juicy features are stored? I'm trying to add easing / screenshake to a game in lua, but have no idea how to implement it.
4:15 With that function, mathematically you'll never the target. Technically, you will eventually, but it needs a lot of cycles.
this is amazing
I guess this video got *puts on sunglasses* kicked up a notch
YEaaaAAAaaAHHH
'Dont laugh. This is serious business.' - okay :D heheehh. I know it is difficult, but those two explain this sooo funny and 'juicy' that I need to laugh :D
Legendary
"OH GOD IT'S SQUIRTING EVERYWHERE!" would be a good description.